135,748 Commits over 4,444 Days - 1.27cph!
Dirt mounds LODs, eliminated holes between lod stages
Camo fabric awnings wind material setup and vertex alpha control
Other small fixes
Add mass from a new module before TrySyncModuleInventory, in case the sync fails and the module is removed, which always removes its mass.
- Increased MAX_RENDERERS_PER_LOD from 135 to 255. Can cause an NRE if we go over the limit.
- Refactored module entity adding to some extent. The inventory is now more thorough in checking for mismatches between an entity and its associated item. Multiple entities in the same slot will have all but one rejected and destroyed. Code and comments also make more sense for the more recent system where the ModuleContainer items aren't ever saved.
Auto focus text box in assign to friend UI (bags and turrets)
Focuses text box after all keys are released so it doesn't spam the text box with the interact key
Add global.allowAdminUI replicated convar to disable access to the admin UI (not exposed in the admin UI, will need to use the console)
Moved the camper prefab position to zero
Fixed ID on captainslog.item, was duplicated from vodkabottle.item
Fixed TackleBox prefab having the wrong PrefabID
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Scene/splat backup
Road improvements
More cleaning up shader util methods
Included incapacitated state in the model rotation change from
65438
shark hunt repeat every 8 hours
Tiding up the shader utils to fetch ocean surface information
remove debug.log on startup
beach worldpositiongenerator now allows cliffside (small beaches)
reduce fishing mission to catch 3 fish instead of 5
tackle mission now provides 15 grub (was 10)
oil mission target location should spawn closer to mission origin
collectvood mission marker closer to mission origin
adjusted oil mission reward to 100 scrap
divemaster mission baseline
collider fixes to military tents
Added trail connections to desert military bases
Added MLRS vehicle entity to desert military bases
Desert dwellings AI nodes, spawns and obstacles
Fixed edge case blocking way too large of an area for other player missions when a player accepts a mission
Allow for variable launch offset positions
Unified the torpedo and MLRS rocket firing code into a reusable static method. MLRS now actually uses up the rocket ammo when firing.
Warn in the UI when there's no ammo. Removed cooldown time. Some other work.
Don't lazy lerp player model rotation when sleeping or crawling
Fixes weird looking rotation when players are sleeping or crawling while parented to something moving
Dashboard model for the aiming module. Aiming module is consumed (broken) when MLRS fires.
Show ammo count in the client UI
New functional UI for when no aiming module is inserted
Fixed MLRS sending data constantly due to floating point precision issue
BaseVehicle seat clipping trick now ignores trigger colliders